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https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-02-14 16:03:45 +00:00
refactor(Core/Game): restyle game lib with astyle (#3466)
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@@ -12,7 +12,7 @@ Graveyard* Graveyard::instance()
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void Graveyard::LoadGraveyardFromDB()
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{
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uint32 oldMSTime = getMSTime();
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uint32 oldMSTime = getMSTime();
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_graveyardStore.clear();
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@@ -38,7 +38,7 @@ void Graveyard::LoadGraveyardFromDB()
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Graveyard.y = fields[3].GetFloat();
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Graveyard.z = fields[4].GetFloat();
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Graveyard.name = fields[5].GetString();
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if (!Utf8toWStr(Graveyard.name, Graveyard.wnameLow))
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{
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sLog->outErrorDb("Wrong UTF8 name for id %u in `game_graveyard` table, ignoring.", ID);
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@@ -143,9 +143,9 @@ GraveyardStruct const* Graveyard::GetClosestGraveyard(float x, float y, float z,
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{
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// if find graveyard at different map from where entrance placed (or no entrance data), use any first
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if (!mapEntry
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|| mapEntry->entrance_map < 0
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|| uint32(mapEntry->entrance_map) != entry->Map
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|| (mapEntry->entrance_x == 0 && mapEntry->entrance_y == 0))
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|| mapEntry->entrance_map < 0
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|| uint32(mapEntry->entrance_map) != entry->Map
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|| (mapEntry->entrance_x == 0 && mapEntry->entrance_y == 0))
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{
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// not have any corrdinates for check distance anyway
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entryFar = entry;
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@@ -153,8 +153,8 @@ GraveyardStruct const* Graveyard::GetClosestGraveyard(float x, float y, float z,
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}
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// at entrance map calculate distance (2D);
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float dist2 = (entry->x - mapEntry->entrance_x)*(entry->x - mapEntry->entrance_x)
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+ (entry->y - mapEntry->entrance_y)*(entry->y - mapEntry->entrance_y);
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float dist2 = (entry->x - mapEntry->entrance_x) * (entry->x - mapEntry->entrance_x)
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+ (entry->y - mapEntry->entrance_y) * (entry->y - mapEntry->entrance_y);
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if (foundEntr)
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{
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if (dist2 < distEntr)
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@@ -173,7 +173,7 @@ GraveyardStruct const* Graveyard::GetClosestGraveyard(float x, float y, float z,
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// find now nearest graveyard at same map
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else
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{
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float dist2 = (entry->x - x)*(entry->x - x) + (entry->y - y)*(entry->y - y) + (entry->z - z)*(entry->z - z);
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float dist2 = (entry->x - x) * (entry->x - x) + (entry->y - y) * (entry->y - y) + (entry->z - z) * (entry->z - z);
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if (foundNear)
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{
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if (dist2 < distNear)
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@@ -254,7 +254,7 @@ void Graveyard::RemoveGraveyardLink(uint32 id, uint32 zoneId, TeamId teamId, boo
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for (; range.first != range.second; ++range.first)
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{
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GraveyardData & data = range.first->second;
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GraveyardData& data = range.first->second;
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// skip not matching safezone id
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if (data.safeLocId != id)
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